Volume 8 - Issue 3
Video Games and Virtual Reality as Persuasive Technologies for Health Care: An Overview
- Yang-Wai Chow
Institute of Cybersecurity and Cryptology, School of Computing and Information Technology University of Wollongong, Australia
caseyc@uow.edu.au
- Willy Susilo
Institute of Cybersecurity and Cryptology, School of Computing and Information Technology University of Wollongong, Australia
wsusilo@uow.edu.au
- James G. Phillips
Department of Psychology, Auckland University of Technology Auckland, New Zealand
james.phillips@aut.ac.nz
- Joonsang Baek
Institute of Cybersecurity and Cryptology, School of Computing and Information Technology University of Wollongong, Australia
baek@uow.edu.au
- Elena Vlahu-Gjorgievska
Centre for Persuasive Technology and Society, School of Computing and Information Technology University of Wollongong, Australia
elenavg@uow.edu.au
Keywords: Health Care, Persuasive Technology, Video Games, Virtual Reality
Abstract
Over the last two decades, persuasive technology has gained much of interest and attention. One of
the major disciplines of focus for persuasive technology is health care. The vast majority of persuasive
technologies for health care are predominantly based on web and mobile platforms. Nevertheless,
video games and virtual reality are recognized as effective persuasive platforms, as computer
simulation is a platform for enabling users to observe the immediate and long term relationships between
cause and effect. As such, the use of these persuasive technologies, can potentially facilitate
change in a person’s attitudes or behaviors. This paper considers persuasive technology in the form of
video games and virtual reality as a means to change attitudes and/or behaviors in the area of health
care. The role of these types of computer simulation, their advantages and challenges, along with the
incorporation of persuasive strategies in the design of such interactive simulations are discussed in
relation to health care.